Why are cinemas disappearing from our high streets?

Picture houses used to be at the heart of communities; now they're almost invisible


How encouraging that film exhibition in the UK is no longer facing the threat of extinction that loomed in the 1980s. Back then, the video revolution ate into audience numbers with its big, chomping top-loader mouth, and many towns woke to discover they were in possession of a brand new bingo hall, but were also one cinema the poorer.

So audiences are going to cinemas now. But where are the cinemas going? The dominance of the multiplexes has had the strange effect of pushing the cinema into the closet — or, more accurately, into the shopping centre. I’m not here to take issue with the mall multiplex, a phenomenon that began in the US, or with its occasional technical shortcomings, poor staffing issues and so on. But what its popularity has done is to remove cinema from the physical architecture of our towns and cities. Oh, there are exceptions — the Curzon, Everyman and Picturehouse chains, as well as thriving cinemas such as Brighton’s Duke of York (now owned by Picturehouse) or the Glasgow Film Theatre — but for the most part it remains an exotic experience to drive or walk through a town outside London and actually pass a cinema. A functioning cinema, that is. With a marquee [a text display of the films showing above the entrance of the cinema].

A director described to me recently the disheartening feeling each time he turned up to introduce films or conduct Q&A sessions at a US cinema, only to find that each one was in a mall, or nestled within some concrete structure not visible from the street. We tuck most of our cinemas away now as though we are ashamed of them. Many of the others are derelict and/or barricaded (like the much-fought-for EMD cinema in Walthamstow, which I have written about here before), or else remodelled into other businesses (such as the gym on London’s St Martin’s Lane, WC2, which was once the city’s plushest arthouse venue, the subterranean Lumiere Cinema, where I used to go to see first runs of Peter Greenaway films — and, more importantly, to see disgusted patrons walk out of those same Peter Greenaway films).

Time presses on. And this is no lament for that fact. But couldn’t we make more of a fuss of the cinemas that we do have left? I’ll give you an example: my local Odeon, in South Woodford, east London. Admittedly I have a sentimental attachment to this particular cinema, since it was the site of many formative experiences for me from childhood (when it was The Majestic, and then the ABC) and throughout my adolescence. Even setting that aside, it’s hard for a cinema lover not to be appalled by the cinema’s recent decision to throw in the towel.

Oh, it’s still open. But the posters, those titillating mementoes, are all out of sight, and the one display visible from the street shows some tatty standees behind a dirty window. Worst of all, the cinema has given up on its own marquee. Do films come and go so quickly now that there’s simply no point advertising their existence? I’m inclined to think it’s more about the move of cinemas toward anonymity, facelessness, anything but the demonstrative beauty of the art deco picture palaces.

I used to love the marquee display — those big, clunky letters strung up on the illuminated frontage so that the titles of the films could be seen from neighbouring postcodes. The spookiest sensation of all was when you emerged from the cinema after the last show on a Thursday night, only to find that all trace of the film which had just ended had been removed by the cinema employees, who had hung in its place on the marquee the title of the new week’s attractions. You had only your fragile memory of what you had just seen to prove you had even been there at all.

There’s no marquee now, just a message in capital letters that reads: check our website or call for listings. They could have saved even more letters, even more manpower, had they opted for a more candid declaration, something along the lines of Odeon: we can't be arsed.

A cinema in the Forties in Derbyshire. Credit: Getty Images

Ryan Gilbey is the New Statesman's film critic. He is also the author of It Don't Worry Me (Faber), about 1970s US cinema, and a study of Groundhog Day in the "Modern Classics" series (BFI Publishing). He was named reviewer of the year in the 2007 Press Gazette awards.

Kyle Seeley
Show Hide image

For emotional value, Emily is Away – a nostalgic instant messaging game – is this year’s best release

If you want to express your lingering teenage angst, there’s no better option.

Every now and then, a game is released that goes beyond what it may look or sound like. It goes straight to the pit of your insides where you thought you had no soul left, and jolts you back to life. Or at least it attempts to. This year, it's Emily is Away.

Firstly, anyone and everyone can virtually play this thing as it’s a crude Windows XP simulator displaying an AIM/MSN messenger client and can run on the PC equivalent of a potato. And it's free. It’s a short game, taking about 30 minutes, in which you play a person chatting away to your friend called Emily (who could be more), choosing from a set list of pre-selected instant messages.

Each chapter takes place in a different year, starting in 2002 and ending in 2006.

You’re instantly smacked with nostalgia thanks to the user screen of Windows XP and a fuzzed out background of Bliss, which was the default wallpaper in the operating system, and probably the most widely seen photo in the world. And your ears aren’t abandoned either, with the upbeat pinging sounds reminiscent of how you used to natter away with your personal favourite into the early hours.

The first chapter starts with you and Emily reaching the end of your last year in high school, talking about plans for the evening, but also the future, such as what you’ll be studying at university. From this early point, the seeds of the future are already being sewn.

For example, Emily mentions how Brad is annoying her in another window on her computer, but you’re both too occupied about agreeing to go to a party that night. The following year, you learn that Brad is now in fact her boyfriend, because he decided to share how he felt about Emily while you were too shy and keeping your feelings hidden.

What’s so excellent about the game is that it can be whatever you wish. Retro games used the lack of visual detail to their advantage, allowing the players to fill in the blanks. The yearly gaps in this game do exactly the same job, making you long to go back in time, even if you haven't yet reached the age of 20 in the game.

Or it lets you forget about it entirely and move on, not knowing exactly what had happened with you and Emily as your brain starts to create the familiar fog of a faded memory.

Despite having the choice to respond to Emily’s IMs in three different ways each time, your digital self tries to sweeten the messages with emoticons, but they’re always automatically deleted, the same way bad spelling is corrected in the game too. We all know that to truly to take the risk and try and move a friendship to another level, emoticons are the digital equivalent to cheesy real-life gestures, and essential to trying to win someone’s heart.

Before you know it, your emotions are heavily invested in the game and you’re always left wondering what Emily wanted to say when the game shows that she’s deleting as well as typing in the messenger. You end up not even caring that she likes Coldplay and Muse – passions reflected in her profile picture and use of their lyrics. She also likes Snow Patrol. How much can you tolerate Chasing Cars, really?

The user reviews on Steam are very positive, despite many complaining you end up being “friend-zoned” by Emily, and one review simply calling it “Rejection Simulator 2015”.

I tried so hard from all of the options to create the perfect Em & Em. But whatever you decide, Emily will always give you the #feels, and you’ll constantly end up thinking about what else you could have done.